Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 15 / 93% |
| Size | small |
| Lifes / Deaths | Killed by Aeromina the copperhead snake at level 15 on the 7th Haze 122nd year of Ascendancy at 08:13 3 / 3Killed by multi-hued crystal at level 15 on the 7th Haze 122nd year of Ascendancy at 10:00 Killed by Madness2 at level 15 on the 7th Haze 122nd year of Ascendancy at 10:04 |
Primary Stats
| Strength | 18 (base 13) |
| Dexterity | 44 (base 41) |
| Constitution | 13 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 14 (base 11) |
| Cunning | 36 (base 22) |
Resources
| Life | 419/419 |
| Stamina | 152/152 |
| Equilibrium | 0 |
| Healing Factor | 1.11 |
| Regeneration | 5.7259412606026 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 51 |
| Crit Chance | 14% |
| APR | 13 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.1 |
| Crit Chance | 10% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 39 (30%) |
| Defense | 32.95 |
| Ranged Defense | 35.95 |
| Fatigue | 10 |
| Physical Save | 22.8625 |
| Spell Save | 15.625 |
| Mental Save | 30.1875 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 50% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 198 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 103 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 7 turns. While Heroism is active, you will only die when reaching -162 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Acrobatics | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
Equipment
| On feet | reinforced pair of dwarven-steel boots of speed (0 def, 9 armour) reinforced pair of dwarven-steel boots of speed (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes resistances: +8% acid / +11% fire / +8% cold / +8% lightning Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | acidic pouch of dwarven-steel shots of accuracy (23/23, 31.5-37.8 power, 3 apr) acidic pouch of dwarven-steel shots of accuracy (23/23, 31.5-37.8 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 On weapon crit: * splashes the target with acid Damage (Ranged): +8 acid Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Polumira the Shadowrock (0 def, 4 armour) Polumira the Shadowrock (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +6 Str Changes damage: +12% darkness Mental save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic dwarven-steel gauntlets (0 def, 6 armour) heroic dwarven-steel gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +8 Maximum life: +46.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Vorubrera [power 19] (19/15 cooldown) Vorubrera [power 19] (19/15 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Wil Psi when hit: +0.04 It can be used to harden the skin for 7 turns increasing armour by 19 and armour hardiness by 50%, placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 Spell save: +6 Mental save: +8 Rings can have magical properties. |
| On fingers | steel ring 'Anerorin' steel ring 'Anerorin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Mag / +1 Wil / +2 Con Maximum encumbrance: +25 Rings can have magical properties. |
| Around neck | starlit steel amulet of healing starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% light / +10% darkness Blindness immunity: +22% Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.4 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 173 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Flowervice the cured leather sling Flowervice the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to cause random insanity When wielded/worn: Physical power: +6 Changes stats: +2 Str Changes resistances: +3% nature Slings are used to hurl stones or metal shots at your foes. |
| Around waist | cleansing rough leather belt of resilience cleansing rough leather belt of resilienceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% blight Maximum life: +30.00 A belt that goes around your waist. |
| In off hand | reinforced steel shield of fire resistance (+18%) (6 def, 8 armour, 18 dam, 68.5 block) reinforced steel shield of fire resistance (+18%) (6 def, 8 armour, 18 dam, 68.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +68 When wielded/worn: Armour: +8 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +18% fire Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Ragontir the Phlegmblack (12 def, 0 armour) Ragontir the Phlegmblack (12 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 Effects on melee hit: * Slows global speed by 30% Changes resistances: +10% darkness / +12% temporal Changes resistances penetration: +5% temporal / +8% arcane / +20% nature Changes damage: +9% arcane / +3% nature Critical mult.: +18.00% Physical save: +7 Maximum mana: +49.00 Spellpower: +6 Spell crit. chance: +4% Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +18% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
wild infusion of the sneak (resist 24%; cure mental) wild infusion of the sneak (resist 24%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 24% for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Zudogas ZudogasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +3% mind / +6% blight Amulets can have magical properties. |
warrior's steel amulet of constitution (+2) warrior's steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 Spell save: +6 Mental save: +7 Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 53.63 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Kindlesorrow the steel greatsword (22.5-36 power, 2 apr) Kindlesorrow the steel greatsword (22.5-36 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Changes stats: +1 Wil Changes damage: +3% fire Psi when hit: +0.12 Massive two-handed swords. |
Cyrukira the cured leather sling Cyrukira the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * Slows global speed by 20% When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% nature Changes resistances penetration: +13% physical Spell save: +6 Slings are used to hurl stones or metal shots at your foes. |
Singebraid SingebraidRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Burst (radius 2) on crit: +2 mind / +2 fire When wielded/worn: Physical power: +11 Changes stats: +5 Str Changes damage: +9% arcane Maximum mana: +20.00 Damage Shield penetration: +40% Slings are used to hurl stones or metal shots at your foes. |
Fuladin the Glowmarrow Fuladin the GlowmarrowCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +5% light Changes damage: +12% fire Reduced damage from: +16% Summoned Light radius: +1 A belt that goes around your waist. |
thick linen cloak of battle (1 def, 6 armour) thick linen cloak of battle (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 Armour: +6 Defense: +1 Fatigue: -3% Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's elven-silk robe of corrosion (+24%) (5 def, 0 armour) dreamer's elven-silk robe of corrosion (+24%) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +24% acid / +20% mind / +24% darkness Changes damage: +16% acid Physical save: +15 Spell save: +13 Mental save: +32 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of darkness (+30%) (5 def, 0 armour) focusing elven-silk robe of darkness (+30%) (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +5 Wil / +6 Mag Changes resistances: +30% darkness Changes damage: +20% darkness Mana each turn: +0.14 Psi each turn: +0.29 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating iron helm of dexterity (+3) (0 def, 3 armour) insulating iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% cold / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of the depths (0 def, 1 armour) insulating rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +6% fire Allows you to breathe in: water A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
78 alchemist agate 78 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lisoldathra the Dayfoe [power 28] (19/30 cooldown) Lisoldathra the Dayfoe [power 28] (19/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% light / +5% arcane Changes resistances penetration: +5% light Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +1 Telekinetic Blast It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Lustrequell the ash wand of clairvoyance [power 10] (19/6 cooldown) Lustrequell the ash wand of clairvoyance [power 10] (19/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Con Grants telepathy: Dragon See invisible: +3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tamaneg the ash wand of clairvoyance [power 10] (19/6 cooldown) Tamaneg the ash wand of clairvoyance [power 10] (19/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Volcano Reduces incoming crit damage: 15.00% Maximum encumbrance: +10 Life regen: +0.20 Healing mod.: +5% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. When used: 200% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Madness2 the Halfling Skirmisher level 11
3rd Dusk 122nd year of Ascendancy at 20:01 see stats
Fool of a Took! (Madness (Adventure) difficulty)
Killed oneself as a halfling.By Madness2 the Halfling Skirmisher level 15
7th Haze 122nd year of Ascendancy at 10:04 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Madness2 the Halfling Skirmisher level 10
9th Mirth 122nd year of Ascendancy at 01:48 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Madness2 the Halfling Skirmisher level 15
7th Haze 122nd year of Ascendancy at 09:51 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Madness2 the Halfling Skirmisher level 10
1st Flare 122nd year of Ascendancy at 03:15 see stats
Log
Eilinebretira the skeleton mage's spell attains critical power!
Eilinebretira the skeleton mage hits Madness2 for (173 absorbed), 0 arcane (0 total damage).
Madness2 shoots!
Madness2's Shoot hits Multi-hued crystal for 94 physical, 8 acid (102 total damage).
Multi-hued crystal casts Elemental Bolt!
Eilinebretira the skeleton mage casts Flame.
Eilinebretira the skeleton mage's spell attains critical power!
Your shield crumbles under the damage!
The shield around Madness2 crumbles.
Madness2 is on fire!
Eilinebretira the skeleton mage hits Madness2 for (56 absorbed), 21 fire (21 total damage).
Madness2 tries to evade attacks.
Multi-hued crystal's Elemental bolt hits Madness2 for 252 fire damage.
Madness2 the level 15 halfling skirmisher was flamed to death by a multi-hued crystal on level 4 of Scintillating Caves.
You have 3 life(s) left.
Madness2 stops burning.
Madness2 stops regenerating health quickly.
Madness2 is no longer evading attacks.
Madness2 deactivates Trained Reactions.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Multi-hued crystal's Elemental bolt killed Madness2!
Talent Noggin Knocker is ready to use.
Saving done.
Personal New Achievement: Fool of a Took! (Madness (Adventure) difficulty)!
Saving game...
